NeoGuardian | Oct 18, 2009 9:56 am |
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Subject: Re: eco-sphere graphics Wow man, that's cool ![]() |
beko | Oct 18, 2009 12:05 pm |
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Subject: Re: eco-sphere graphics neat. just the flc is missing. very good work ![]() This is from some time ago in the dev bbs: Quote:
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rogual | Oct 18, 2009 4:30 pm |
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Subject: Re: eco-sphere graphics If it were up to me I would have one .blend file containing the "rendering room" with the rotating dais, and also the hangar, dock, depot and barracks bays, and a Blender script to import each unit in turn and render it in the appropriate contexts. I would be happy to set this up for you. It's similar to how I rendered the alien units. Also I think there's a bug in the resinstaller, because the "front facing" frame of the MAX unit videos is also missing :O Also also, is there still a developer forum? I saw one in the German forum but it doesn't seem to be there anymore. |
david | Oct 18, 2009 5:33 pm |
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Subject: Re: eco-sphere graphics When I played the original MAX, I never understood what the purpose of the alien vehicles were. Although I did enjoy capturing them and using them against the AI afterwards. I believe we would still need an alien base tiles to complete the free graphics set. I could also imagine using the alien units as a rudimentary singleplayer scenario with alien units spawning and a rudimentary AI for the units to attack the player. |
beko | Oct 18, 2009 6:05 pm |
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Subject: Re: eco-sphere graphics @rogual: It is still there but it's hidden for non-devs now. We decided this on our last team meeting. |
Eiko | Oct 18, 2009 7:25 pm |
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Subject: Re: eco-sphere graphics Quote by rogual:
The resinstaller doesn't change the flc files. This seems to be a bug in our flc player. I think it skips the last frame. |
Sal | Oct 18, 2009 10:41 pm |
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Subject: Re: eco-sphere graphics Quote: @rogual: It is still there but it's hidden for non-devs now. We decided this on our last team meeting. what for? non-devs had no writing rights anyway usually I checked there for some infos, especially from mague |
rogual | Oct 19, 2009 1:50 am |
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Subject: Re: eco-sphere graphics I have a patch to implement eco-sphere scoring -- since I can't see your secret dev forum, I'll just post it here. Hope that's OK. The patch lets you build eco-spheres and makes them work as they do in the original: you get one point per turn per running eco-sphere, and if an eco-sphere is destroyed, you lose all the points it generated. You also get a neat little graph, which I've done my best to reconstruct as well. The files in the zip archive need to go in game/buildings/ecosphere. |
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Attachments: ecogame.png (Filesize: 108.75 KB) ecosphere-bin.zip (Filesize: 63.76 KB) eco.patch.txt (Filesize: 49.64 KB) |
beko | Oct 19, 2009 8:24 am |
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Subject: Re: eco-sphere graphics looks solid ![]() ![]() ![]() @Eiko: Looks like somebody made your job this time. You on adding this to the svn if it fits for us? @Sal: We decided this so we can add sensible data too. Addresses and such alike. We found it important to have a place where not everybody can peek on internal discussions or files we're not going to release. I'm sorry if you don't like that but we needed a place to store such informations. I'm not already done with this however. I want some sub forum for translators too and so on so people have their own place to organize themselves. About the MAX threads from mague, and similar informations that should be public, I was going to move them elsewhere or create articles from. It's true that such informations should be available to everyone. More over PM please if you mind. |
Eiko | Oct 19, 2009 5:15 pm |
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Subject: Re: eco-sphere graphics @rogual: I spent some hours to test all the ecosphere functions and have a look over your code. I found one threading bug, that caused some crashes at game init. But everything else seems to work perfectly. Very good work! Thanks! ![]() The only thing, thats missing is an effect_org.pcx ![]() |